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1. unknown - lua/tfa/external/csgo_lang.lua:13
2. include - [C]:-1
3. unknown - lua/autorun/tfa_base_autorun.lua:204
For a reason, Mercy's Caduceus Blaster doesn’t not have this problem
[TFA Base] lua/weapons/tfa_gun_base/client/viewmodel.lua:520: Tried to use a NULL entity!
1. EyeAngles - [C]:-1
2. Sway - lua/weapons/tfa_gun_base/client/viewmodel.lua:520
3. v - lua/tfa/modules/tfa_hooks.lua:553
4. unknown - lua/includes/modules/hook.lua:102 (x285)
it was fixed by removing some VJ mods.
It's been 4 years, it's still there. in addition, because of this, departures may occur, or friezes in some cases. (tfa/lua/weapon/tfa_gun_base/common/bullet - fix here) *you can send it over the network where you want to create an effect and a broadcast, or whatever you want.*
This was it: my "sounds" lua file had different names than the one's in the model's .qc file.
Instead of having:
sound.Add({
name = "rhino_draw",
channel = CHAN_STATIC,
volume = 1.0,
soundlevel = SNDLVL_NORM,
sound = "weapons/rhino/Draw.wav",
})
-- I changed to: ----
sound.Add({
name = "rhino.deploy",
channel = CHAN_STATIC,
volume = 1.0,
soundlevel = SNDLVL_NORM,
sound = "weapons/rhino/Draw.wav",
})
So now it works fine. The addon is 80% ready now.
Now, I need to learn how to make a RT Scope for it. Modelling is not a problem to me, I just need to discover how to code it. My model has a "screen" instead of ironsights (think of the halo rifles), and I would like to modify it to be a RT Scope, in my swep. Will I have to make it a custom TFA attachment (one that somehow is always selected by default)?
did you place the sounds in the right folder?